Tumgik
#because i think i'll do rotational gameplay
crest-of-gautier · 3 months
Text
Tumblr media Tumblr media
i am pleased to say that i have gotten to evp 999 on gone fission hydroplant for the first time! it took a lot of grinding and reflecting to get here, but it was such a fun rotation ✨
some thoughts under the cut....!
i think the best part of this grind was that i could start at EVP 300 rather than EVP 40. i say that, but i still spent a good 124 jobs getting there... whoops!
Tumblr media
this wouldn't have been possible without getting the bronze and silver badges first, which i wrote about here! i still stand by what i said in this post about key traits in salmon run players.
i feel that the key to my success can be boiled down to being able to rotate around the map and not overlap with what my teammates are doing- leaning into weapon strengths, all while flexing to other things when things go unaddressed.
for anyone curious about how the journey went, i streamed some of it on twitch!
EVP 575 -> 695 (Day 1) | 1 hour and 56 minutes
EVP 695 -> 865 (Day 2) | 8 hours and 11 minutes
while i did peak at EVP 935 on that second stream- as you can see, i quickly fell off of it (and i think you can figure out why).
i could talk about what i liked about my gameplay as well as what i didn't do well, but i think the vods speak for itself (and i usually made some kind of comment at the end of each shift as to what mistakes i did or what i could've done differently).
but i think the most important reminder of this particular grind was how important it is to take breaks while playing. my push from evp 865 to evp 999 was all done off-stream, after i ate dinner, took a shower to decompress and release tension, etc etc!
this push ended up taking around an hour- and all of the shifts were successful (well, except one). i don't think i can stress enough how important it is to take a break away from the game while doing these pushes, because i performed way better that time around.
i think it is evident to anyone who watches the twitch vod that i start getting really fatigued near the end. my movements aren't as sharp; i'm very sluggish. and the way i talk about the game too, is evident of how tired i was.
i still wanted to give an earnest attempt at grinding because i thought that: "well, if i'm able to clear 333% when fatigued, imagine doing it when my sense are actually sharp!" i had 4-5 hours to spare after the stream, and i'm glad i chose to try again in a better state. it was nice to clear HLM for the first time on a regular rotation!
i also feel pretty well attuned to snatchers on this map too now, which is lovely! i did feel that was something i was weak at, previously, but now it's more of a habit for me now which is good! :3c
anyway! fun rotation. of the weapon loadout, i feel like i've got a lot to learn about the s-blast, especially with ink management (i noticed that i died a lot because i couldnt ink paths to move around...). e-liter, while a bit slow compared to splat charger, can be immensely powerful if you can aim well under pressure. sploosh and splattershot are gods and i dont think i need to elaborate on that.
this is a very positive note for me to end my chill season 2023 on- i'll probably only be playing the chargers only challenge + eggstra work before shifting completely into reload (though i may still hop on from time to time)... i think eggstra work will be a cakewalk after doing a bunch of 333% runs hehe 😎
3 notes · View notes
aotopmha · 1 month
Text
There has been a bunch of talk about FF14's 'normal' difficulty content these past few days and on my part, I think I could take or leave any potential difficulty/friction increases.
As a new player of about 3ish months, I'm having a blast of just trying to perfect the dungeons despite them having a very rigid structure.
This conversation is super interesting to think about from the perspective of players with varying playtime, too, I think.
To me as someone who has been playing for just a few months (nearing the Shadowbringers base game ending MSQ-wise) and been doing roulettes almost daily because I enjoy running the dungeons, obviously they still feel fresh and fun.
I'm still also getting used to the rotations of any of the jobs I've picked up and still building muscle memory, so to me the game feels just the right kind of "easy" at this difficulty. None of the normal difficulty content has been super hard, but I feel I still have to use my brain, so I'm not feeling any of the criticisms about the gameplay becoming mindless.
But on another side to this are those who have played for a much longer time and have become really familiar with their jobs, seen the dungeon/job structure stay the same through several of the latest expansions or even just stepped into harder content like extremes, savages and ultimates, and gained a different perspective on the game as a result.
No matter how good something is, if it is the same for a long time, people will get tired of it and if the fail states of a game are at some point too easily bypassed, a game can become a mindless hallway.
As I said, I'm not at this point with this game, but I can see how people would get there.
But I'm also not struggling to the point where I would find a little tougher dungeons off-putting or too much.
Same for having tougher rotations with stronger fail states.
As long as it feels good, I'll play it.
What I am worried about is the game going too far in the other direction, where the difficulty would be too much, specifically a possible situation where something feels unfair and frustrating to complete, rather than satisfying to complete because I think a bunch of the difficulty of the older dungeons comes from poor telegraphing, rather than fair and satisfying challenge.
An example here to me would also be the Ivalice alliance raids: they have really cool encounters for sure, but also a bunch of mechanics that have really unintuitive telegraphing.
I didn't fail the math boss because it is basic math, I failed it because I had no idea where to even look to solve the mechanic.
Why should I face the sniper with the hole in the shield and not the shield itself?
Stuff like that isn't a challenge you can figure out, it's an artificial obstacle you have to push yourself through until you find the solution.
I think Dzamael Darkhold is a really neat idea for boss management/positioning for tanks, but the "challenge" of sitting in the magitek circles is more annoying than any kind of challenge.
Copperbell Mines (Hard) also has some maybe neat ideas of using stuff within the environment, but also end up just being annoying, like the golem boss.
But if they mean stuff like the second boss of Bardam's Mettle, which is a neat pure mechanic fight or the beginning section of Hell's Kier and how that uses the fodder enemies, I'm all for it!
I welcome keeping things unique and fresh: mixing up the structure of dungeons, doing something more unique with regular mobs, punishing failing mechanics harder and making failing your rotation cost more.
In fact, if there is one element of criticism in terms of the game's difficulty I absolutely agree with, it's the idea that there is no ladder between the easy and hard content. If you want to try the hard content you either consult sources outside of the game or jump in without zero preparation by the game. That's why I've been hesitant to try: I like easing in to harder content via a possible ladder and work through that step by step.
My current plan, for example, is to reach endgame (lvl 90) and from there start with the easier extremes and work up to the tougher content if I enjoy the process.
But the game doesn't really prepare you for the tougher content in any form on its own as far as I've looked up. It just exists.
A version of the Hall of the Novice, like Hall of the Expert for extreme and savage content would be really cool I think and I think the current Hall of the Novice should not only be made mandatory, but be updated with a couple more concepts as you run through the MSQ, too, to just give you just a sense of how the more difficult content feels, which then would eventually lead to the harder 'expert' version to be unlocked.
(This also doesn't mean they should give everything away, only create a sort of mini extreme/savage level difficulty test before you let people do the content.)
I feel the easier mandatory tutorial would help a bunch with learning the game, especially help with reducing the amount of players who don't understand the basics of their jobs, while the presence of an expert hall would serve as at least some indication of what you're in for in harder content.
But to loop back to the start, my tl; dr is that I'm having fun with what we have now, but it's easy enough where I feel I wouldn't struggle too much if they raised the base difficulty, but more importantly, increased the friction or made the struggle itself more substantial, provided they did this is in a satisfying, rather than frustrating manner.
It's a balance that strikes me as fairly difficult to achieve, but if they do, I think they'll make something truly amazing out of it for players who enjoy easy and hard content alike.
In general, they are promising a lot of content with Dawntrail, but to me the most important element here is that all of that content would be actually good.
Quantity =/= quality, so, from the MSQ to the new exploratory zone to the new deep dungeon and even the graphics update, I'm just hoping everything they give us in the new expansion is good.
26 notes · View notes
timberllania · 2 months
Text
Amaricia Falls
Tumblr media
Known for its beautiful waterfall, Amaricia Falls is a new town with a very small population. There's a nice park, a small gocery store and a diner to attend the local population and possible visitors that come to see the waterfall, but not really anything else.
Tumblr media
As of the beginning, Amaricia Falls is home to seven households. Our old friends Karissa Modena and Lilly Davis being the first two households. They, along with the other five households, will be introduced officially in their own individual posts. But for now you can see their basic informations here.
Besides the seven households, I've decided to have some townies already established. Among them are the townies made for Veridia Hearth and the original residents of Magellania (with a bonus sim from the even earlier Madolid!). I love those sims, and couldn't just leave them forever just because I lost their hood.
My intention is for Amaricia Falls to be "kind of" a BACC, but not quite. I'm not unlocking stuff, and I will only have sims open shops if I want them to. I took some inspiration from @isimchi's BACP and from @delijume-sims's gameplay rules, because I like incorporating rules from all over the place into my game. Honestly, I think I grabbed some stuff from The Prosperity Challenge as well. I didn't actually write up lots of rules though, so I don't have much to show you guys lol.
I'll play with 2 days-1 year lifespan and 4 days seasons. Though I'm not really into very long rotations, so for starters my plan is to play each family for 2 days at a time.
I used to use a mod to shorten pregnancies to be more realistic with the lifespans, but I felt that it was barely a challenge then. So I've decided that I'm keeping the 3-days pregnancies, though they're actually 3 days instead of 75 hours.
Taxes are due at the beginning of each season, so every 2 rotations. I'm not sure if I'm going to keep it this way or change them to weekly, but for now that's it.
I'm using Doctors Need Degrees*, so I gave some of the sims degrees when I thought was necessary. Not all of them, though. Some of them not having degrees was intended.
* I edited the file because I hate the no bypassing limit for degree required careers, but I set the limit to 5% and changed the others from 10% and 25% to 15% and 33%.
I really enjoyed setting up this hood, and I'm so excited to actually play it and to share it with all of you. I hope you all enjoy it as much as I do <3
23 notes · View notes
eulaliasims · 5 months
Text
Get to know you: Sims Style
Ty for the tag @executables-sims. ^^
What’s your favorite Sims death?
idk this time, whoops. I haven't had a sim die in my game except by old age for a while. 🤔
Alpha CC or Maxis Match?
Both? Is that an option? Both. Really, I like aspects of both and so I blend both in my game. Alpha hair and clay hair, maxis match objects and realistic objects, whatever, if it fits in my game I'll use it.
Do you cheat your sims weight?
I used the SimBlender to change some of the models fit states on my last download post; otherwise, no.
Do you move objects?
I move so many objects, baby 😎
Favorite Mod?
My enormous hacks folder makes this hard to answer, lol. I'll shout out Epi's Baby Personality mod, b/c finally I'm getting some sims with more than 0 to 1 nice points born in Middleground again.
First Expansion/Game Pack/Stuff Pack?
It was Pets. Because I've always been an animal lover and it came out right after I started playing.
Do you pronounce live mode like aLIVE or LIVing?
It's still LIV mode and I'll still die on this hill.
Who’s your favorite sim that you’ve made?
Made? Idk, I don't often make sims to play (I think I picked Jackie from Far Valley last time), so I'll show you my favorite born in-game sim!
Tumblr media
is anyone surprised (if you're new here, that's Clara Blanch)
Have you made a simself?
Yeah, but she no longer exists in my sim bin and no one gets to see her.
Which is your favorite EA hair color?
Black? I guess? Idk, I don't really have a favorite hair color.
Favorite EA hair?
Hmm, I don't remember what I answered last time I did this one. I think the little half-up ponytail from Seasons.
Favorite life stage?
Is it a cop-out if I say everything besides the infant stage? (Does that one even count? They're basically potatoes.) Playing this hood for so long, I've come to enjoy playing sims through each of their life stages. Toddler and kid are cute; teen stage is fun because I get to explore their personality and interests more, and ofc there's budding romances for sims who are into that; adult stage, I get to build their lives and see what their own family turns out like; and elders in my game usually get to relax and savor things once they retire, and spend a lot of time with their family and friends and hobbies, which can be a nice change of pace.
Are you a builder or are you in it for the gameplay?
insert both is good gif from @executables-sims's post here
Are you a CC creator?
Sometimes!
Do you have any Simblr friends or a Sim Squad?
Yeah, though the concept of a sim squad is so funny to me for some reason.
Do you have any sims merch?
Nope
Do you have a YouTube for sims?
Nooooope. I like to watch some simmers, especially speedbuilds (shout out to @kayleigh-83 and @nervosims for their great speedbuild vids!), but no one would enjoy me flitting back and forth between seven different things at once, lmao
How has your “Sims style” changed throughout your years of playing?
Play style or aesthetic style? They've both changed over time. Gameplay wise, I really only stick with Middleground and my rotational play now, whereas I used to start (and abandon) a lot of legacies, tried at least one BACC, just random sims that were fun to play. Aesthetically... hmm, you know, I'm not sure this has changed *that* much. Here's Clara circa 2011:
Tumblr media
I use more matte skins now, and the style of clothing I download has probably changed the most, but I could absolutely recreate this pic without downloading anything new, including the CC stuff in the background.
Who’s your favorite CC creator?
Don't make me pick one!! If you're really interested, check my sims pinterest in my pinned post, I'm sure there's patterns there.
How long have you had Simblr?
*checks archive* ...Ten years next May, yikes!
What expansion/gamepack is your favorite?
Hmmm, I'm going to say Apartment Life this time. I've really been enjoying playing witches lately, and it added a lot of buy/build items I like. Or maybe Uni??? No, AL it is.
Tagging, uhhh, I'm a little late so sorry if you already did this and I missed it!: @isimchi, @tvickiesims, @episims, @anachronisims, @sushigal007
33 notes · View notes
changingplumbob · 3 months
Text
Random Ramblings
If this is somehow even more long winded than I normally am (yeah it's long), it's because I'm going through an IBS flare up that is kicking my butt.
BUT I wanted to get my thoughts out about some of my content warnings, because I'm very tired and have been shoving the same one in front of my Reece/Samir parts even if they might not reflect that particular part because I'm too tired to judge how spicy warrants a spice warning.
Tumblr media
Where to start... If you haven't figured it out, all my grown sims are currently woohoo positive, as in they do not think that how much woohoo a sim does or does not have dictates how "good" a person is. Why? Because whoever made sex synonymous with shame is stupid and has ruined many a life (it was probably a dude, no offense dudes out there).
While I don't currently have any sims that are asexual, not all my sims feel the same about woohoo.
For example Charlie and Kaori would choose a good chat over woohoo most times. Not because they don't love each other, or are averse to woohoo, but because that's who they are together. Most days they tire themselves out as athletes and prefer to relax together
Cassandra and Rahul on the other hand love to have woohoo, particularly unprotected, three kids and still not done
Keira, who rolled the soulmate aspiration, chose to wait before she had woohoo. Her high school girlfriend (Morgan Fryes) cheated on her because she wouldn't woohoo. Even after meeting Marta (her now fiance) she wanted to wait until she felt comfortable being vulnerable around her.
Then of course we have my superstar Joey who is aromantic but allosexual (a mod did that, I didn't choose it). As soon as he became a YA he got a fwb. His philosophy is basically, oh she identifies as she? Can I hit it? I love you Joey that's why I call you a slut
Normally I just chuck up a sim spice warning if there are some screenshots taken during woohoo. Me being me, I don't feel like including pixel private parts in my published posts. Kudos to all you who do, it's just not my style. It's also rare that I'll write about anything that happens during a woohoo session, mostly I'll just write some foreplay then say it happened. That said, I do like to chuck in innuendo here and there if it feels like something my sims would say (any other writers feel like they know exactly what their sims would say at times?). I'm also not in a hurry to be classified as a mature blog, purely because that doesn't fit like 95% of my gameplay. Yes, I use wicked whims for my gameplay, but that doesn't mean I'm going to show you Luna being a lowkey pillow princess... shut up brain you can't just say that
Finally, on to my babies Reece and Samir. If there are spectrum's they are at the extreme end (also in my country the age of consent is 16 so any hijinks they get up before Reece turns 18 isn't percieved as illegal here). They both enjoy woohoo, like a lot a lot. Probably didn't help that there rotation had love day in it but they both also have high woohoo drives. They were flirty most of the time, so what would they do in that state? Sweet talk each other of course.
Now, if you weren't aware and you probably weren't cause it's been ages since their last rotation Reece and Samir also have a dynamic my other sims don't. Although on reflection Bob and Eliza have it as well, just to a lesser extent. Reece, chatterbox ego that he is, is a submissive. Samir, who barely says more than a sentence to anyone but Reece, is a dominant. When together they'll often lean into these roles, using both innuendo and statements of things their partner does that they're in to. Some people would probably label things that even use those words as mature, but it's a dynamic that exists people.
Now their chapter isn't me suddenly switching to speaking in 100% innuendo, but it has more than my average writing, at least for the first half you'll understand later if you read hence the sim spice warning. Looking back on it the chapter does not contain any screenshots mid woohoo, but the dialogue makes me want to put a disclosure above the cut, since I'm still not sure of all the rules around here, and my IBS is making it hard to focus right now.
Woohoo talk done? It's done! That's what she said... shut up brain, we're not twelve!
The other warning is about sim death. No one dies in the chapter but it deals with figuring out what happened to Samir's birth parents. Previously it's been established they were killed when he was 5 but the chapter and my Samir flashback pov short bit that I am low key proud of does involve mention of blood, death, dying etc. Me being me, I do not include any screenshots of dead, dying or seriously bleeding sims, it's not my aesthetic (don't act as though you don't love playing Until Dawn, the Quarry and The Dark Pictures Anthology which is full of gore... okay yes but gore does make me queasy for the most part, could never ever watch a saw film) and things aren't described in explicit detail. But death is death and grief is complex. It can hit you at unexpected times in unexpected ways.
So why am I bothering to put content warnings at all? Still sounds pretty tame. Yeah, probably, but as mentioned, I still don't know all the rules around here. Plus I would choose for someone to not read my story and avoid seeing something that upset them, than have someone grieving a loss see my dead sims bodies on their dash because I tagged it Sims4 every time. So if you see a content warning on my post, it most often just means viewer discretion advised. Not that you'll click and get flashed by my sims.
20 notes · View notes
Note
Hi! I read avout your gameplay style and really like it! I would like to play rotationally more but I also like having chaotic new relationships happening with NPCs. So I wondered: do your sims only interact with the one you created and do you regularly delete the other NPCs? Also, I am curious about your mccc settings to be able to set up mine. 👀
Hi Joy!! This was the most time-consuming for me to figure out how to manage/manipulate in my game. I think the best way to start answering your question is to define the difference between "townies" and "NPCs" in my gameplay. Townies: These are families, couples, roommates, ts4 families, and, for me, the households from Strangetown and Veronaville. They usually have a backstory of some sort. I don't typically play these households; they're there for my sims to interact with, and if I develop more interest in the townie, I may add them to the rotation. Malcom Landgraab is a great example. He originally wasn’t in my rotation. Nina became pregnant with his son. Then via random autonomy Malcolm proposed to move in. So it naturally occurred for me to add him.
I will also age up the households if my sims have any relationship with someone. Similar to "age up my friends" from ts2. I particularly do this with my households from Veronaville and Strangetown. For example when I moved in Malcom I add a few days to his life span to make it make sense for about how many days have passed for my played sims. I found a mod for this! See below!!
Additional Examples: Kaylynn Langerak and Gordon King as townies. Popular townies from ts2. NPCs: These are sims who fill specific roles in the universe, and the game must have these NPCs worldwide. Bartenders, firefighters, nurses, doctors, maids, butlers, etc. For NPCs, I use simmaddness NPCs on the gallery to fill these roles. (See more information below.) I typically don't touch these households once they're in my game. Creators @anotherplumbob - anotherplumbob's amazing save file includes townies. However, not every world is populated. This is where I used simmaddness as a resource to help populate my world. If you use this save file and don't populate the world, you will have ATROCIOUS-looking NPCs because the game will auto-populate new sims to fill the required roles. (You can also use MCCC to help minimize that impact.)
@simmaddness - simmaddness makes AMAZING remakes of tons of the sims 4 households. AND as if that wasn't enough, they also have toooooons of NPCS already grouped and made for your game, so you can always keep track of which ones are in your game. (You'll need to turn off culling using MCCC so the game doesn't start going through and delete unplayed households.) You can find simmaddness creations on the gallery: simmaddness
Mods
MCCC - ofc! What will be the easiest for me is to make a separate post with all my settings. I'll also look into getting a sims share file account and upload my settings there so y'all can download my saved settings.
Home Regions by Kuttoe - I use this mod to help keep my worlds from being overcrowded. For example- I don't want the mascot or vampires showing up in Willowbrook. This mod allows me to control who shows up where- ESPECIALLY with NPCs/townies. In fact, I can tell which townies belong to what world, and they will STAY in that world. You can also allow the townies to show up bi-directionally. So, for example, in my game, all the occults can visit each other's world freely, but they can't just pop over to Willowbrook. I also use this mod to allow my sims from Pleasantview, Strangetown, and Veronaville to interact with each other and show up in the neighborhoods. Disclaimer: I haven't figured out how to work around this, but when I use simmaddness NPCs, they don't always appear in the right town. For example, I have three bartenders NPC. Those three NPC bartenders are supposed to be used for every bar in every world. That doesn't always happen, likely due to a setting in Home Regions because I need to tell the game to allow that NPC to show up in all worlds. So, definitely play around with the settings on this. It doesn't totally reduce the number of random sims generated for me, but it does curb it significantly. When a new NPC is created, I'll try and make a note of the sim name- or just into CAS and change their name to their assigned role, and eventually, I'll move them into my NPC household. (Example: I go to a bar, a new bartender is spawned, I will edit/make a note of the bartender, and later go into world manager and move them into the bartender NPC household.)
Townie Demographics by Kuttoe - This mod works with Home Regions. It helps keep each neighborhood feeling unique and has many other cool features. townieoverhaul_lessfame by Sims4Me - This one does what I described Kuttoe's mod does. I suspect you can use both together, but you can also use either. Kuttoe's mod gives you more control over assigning townies. Whereas this mod will just manage the NPCs automatically. You can achieve that with Kuttoe's mod, too. You'll just have to play around with the settings. Side note: you'll also need Get Famous to make it work Let Friends Age Up - LitteMsSam - This will allow you to age up friends of your played sims. For example, when I aged Beau to a teenager, I could also age up Button from Veronaville without going into the household! High School More Classmates by Aramitus - I use this high school mod to set which of my townies will spawn at the school and any of the NPCs: janitor, teachers, etc. I definitely recommend watching this YouTube video as a guide to setting up.
Disclaimer: Because of Home Regions, you'll have to play around with the settings and ensure the write NPCs have access to Copperdale. I still have difficulties getting everyone to show up, so I've given up getting it to work perfectly and got it good enough for me.
Aaaand that's how I do my townies and NPCs. It can definitely be a lot to set up. Honestly, I'm still figuring this out and tweaking my neighborhoods always. (With Home Region, click on the townie and specify where you want the sim.) So don't feel like you have to have all this perfect before you start playing.
23 notes · View notes
styrmwb · 1 month
Text
I beat Final Fantasy VII Rebirth
There's gonna be spoilers in this just in case you care, hopefully I tagged it correctly, and also yeah this is a long one (I don't have it tagged game ramblings for nothing)
Anyways, loved this game. My gripes with it are very few, but unfortunately one of said gripes is very major and hasn't changed from Remake; but in the effort to Pretend like my thoughts are organized, I'm gonna section this cause sectioning is fun :)
Actually, one thing I wanted to note here (writing this after like, 3 paragraphs), is something that influences a lot of my love for this game is the fact that it... Doesn't suffer from translation problems like the OG. It brings factors that i never truly appreciated into the forefront, and clears up a lot of confusion. I wanted to put this here because I realized it would be weird to say all of my nonsense without clarifying this.
Gameplay
Rebirth (and Remake) is what I think is What modern FF should be. I absolutely love this style of combat so much. I do wish there was a very small passive ATB charge cause sometimes I get stuck in a situation where I can't do anything, but other than that the rotation of hack and slash then classic menu, and switch between party members is so fun, in the best of times I can make a really cool action scene, everyone showing off their own moves; it's a blast. I'll go a little deeper into the characters when I go to That section, but overall I found everyone really fun in some way, even though end game I ended up using the same party as I did in Remake (and also the OG VII lmfao).
I know to some/possibly most, the amount of open world (and Chadley) and the side quests might feel like a bunch of fluff and garbage, but I actually kinda really enjoyed it? I loved how the world intel all changed slightly as you progressed. Moogles as an example, annoying as they were, did add an extra level of challenge every time you saw them. When you had to catch a chocobo, it was a different style of stealth minigame. Summon crystals all had increasingly complicated patterns. Hell, even the towers were slightly different every time with how you had to climb or even reach them! I think this being the strength solidifies itself when I think of my least favorite intels being the Fiend Intel, because I think they were the most samey the entire game through. The side quests I compare to XVI. XVI's side quests were... like XIV. A LOT of dialogue, run here, more dialogue, fight one enemy or gather 6 items, then go back. Rebirth's quests felt... a little more alive? A little more varied? Sure, side quests are usually going to be the same in these styles of game, but I think of chasing a dog through the region while the dialogue happens along the way, I think of the options to gather more resources than the bare minimum for different rewards and dialogues, picking different flowers, having to pay attention to notes, having to interact with the minigames: it all felt more interesting and like I actually wanted to do them. The varied nature of everything is what made me enjoy it.
Oh and Queen's Blood? Greatest FF card game don't even @ me I had so much fun with it it better stay
Characters
One of my favorite parts of Rebirth is how much it helped or made me love the cast. Even characters that I did not care about or possibly actively disliked, this game made me enjoy. Main characters were all expanded on, side characters were silly, and brought back into relevance when I would never expect (Like holy shit I swear every named NPC from Remake came back which is so cool), and they all make the journey an absolute joy to take, and the world as colorful as FFVII SHOULD be. But let me talk about a cast that went from "yeah I like them" to possibly one of my favorite parties in the entire franchise.
Cloud
I honestly already considered him my favorite character in VII (which is a very hard thing to admit without the fear of people thinking you like him for the wrong reasons), and Rebirth being essentially half the game lets me get to see why again. A man who presents himself as serious and uncaring, but OOPS he actually does care and is really silly but unfortunately has some major mental problems! (please help him he is NOT ok). Sure, they kinda speed up his realization of certain aspects, and maybe they go a Little too hard on the fact that Something Isn't Right, but I really enjoyed seeing his declining mental state, its effect on the world, and his relationships with the party. The Sephiroth juice is intense at this point in the story, and I am very excited to see him in the next game. His gameplay is classic yet fun, with big swordy slashes and huge hits that don't have to be slow (they're sometimes slow).
Barret
My favorite part of Barret in Rebirth compared to Remake is how he didn't wear his sunglasses for most of the game. He's open, he's feeling, he's emotional; he's the big tough softy I love. This is where him and Cloud's relationship really gets to shine, where you can tell there is respect, trust, and concern between both of them. The Gold Saucer and side quests are where I think this is at its strongest, and I love seeing it. His gameplay makes him a really fun support, and just like Remake I had him as a sort of paladin healy tanky type, staying behind with GUN as he takes care of the party, which is really fun and consistent.
Tifa
This game does wonders for Tifa enjoyers (it's me I'm Tifa enjoyers), giving her a lot of focus and emphasis on that caring, observant nature that is her strongest suit. Her concern for Cloud and friendship with Aerith feel very strong here and it makes me happy to see. Her gameplay had her in my party the entire time no other reason, her fast attacks, dodges, ATB filling, and stagger damage multiplier being extremely huge in every single fight.
Aerith
The big one. Honestly, I'm gonna keep my real big story thoughts for later, but I will say I loved seeing her enjoy life, the open world, and helping others in the side quests. She's a great character to see happy :) Also, her scene in the Gold Saucer is probably now one of my favorite scenes in the entire series. It was so fucking stunning that I cannot get enough of it. Unfortunately, her gameplay is easily my least favorite out of the group, as her slow attacks and dodging (yes I know she has an ability to boost her attacks but that takes a while to get to) makes her kind of a slog in my hands, and better off in the computer's.
Red XIII
One of two characters that I did not expect to grow to love as much as I did. I'll prob mention this again later, but... I didn't REALLY know the extent of his change when I played the original. Yeah, I knew he was young for his race, but he always felt like just that wise grumpy dog man (some of this could be on me not reading well enough but between poor translation and Advent Children and the fact he didn't make it into DFFOO I'm gonna give myself a break). Rebirth showed me how much of a joy Red is. Despite the trauma and pain he went through, he's silly, he's excited for life, he has fun and loves his family. But also, despite this and his youth, he doesn't COMPLETELY lose his knowledge and wise nature after his reveal; he just relaxes more. I care about Red so much more than I originally did now because this change was made clearer. His gameplay is also really fun, fast attacks, strong defenses, and even stronger abilities (stardust ray my beloved).
Yuffie
We already got a good amount of Yuffie in Intergrade, so having her again here felt like anyone else from last game. However, I do absolutely love how she was integrated into the main plot instead of just being Girl in Forest. She served as great comic relief (and literally says this!) for her appearance in the story (although I do think there were a couple occasions where it was a bit much but that's ok her arc is next game), and I really enjoyed that she started to become a cared for member of the group (really shown by Cloud in the Skywheel date and her and Barret's relationship). Gameplay was just as fun as Intergrade, the throwing/ninjutsu swapping being a joy, and I loved using her doppelganger attack in combination with elemental weaknesses and Sonic Boom. Yuffie was key for some of the harder fights, the MVP fr fr.
Cait Sith
The other of two characters I did not expect to enjoy, and Cait Sith here is the absolute king of it, as I DID NOT like him in the OG. But here? He's a larger character, he's more sympathetic, he's a little more understandable, and his gameplay doesn't suck shit lmfao. His betrayal I think was done a lot cleaner this time around, where he really Felt like part of the group, and his return was done pretty smoothly but honestly doing anything other than being like "hi hello I'm back!" while Cloud beats the shit out of Aerith is an improvement I really enjoyed his melee/ranged nature being similar to Cloud, and his heavy hitting attacks. Despite the fact that he still had RNG, it was RNG that felt good no matter what and I appreciated that.
Cid and Vincent
Our poor poor "you're not allowed yet" boys. No gameplay section here cause they ain't got any! But that's ok, because for what little role they had, I really enjoyed their presence. Early Cid was very interesting to me, and while i do feel like he loses a little not being introduced as a complete dickwad, I still love having Cid around and giving him a little more connection to the party. He didn't seem as aggressive and %#*^-y, but I kinda hope we get more of that in part 3 when Rocket Town happens. Vincent, similar to Yuffie, gets tied into the story in such a great way. Getting to fight him was super super cool, and I loved that small amount of comic relief he gives by being Overly edgy yet out of touch with the world. I'm very excited to see where both of them go.
Zack
It took me some time to... Accept what Remake did to the timeline. Once I did, I was all in on the train for more Zack. I love Zack! He's my other favorite VII character other than Cloud! This game gave me more Zack, and I appreciate it for that. Not to mention his whole interactions with Aerith and Cloud made me very happy and filled a void in my heart I needed (that fucking synergy attack between the two of them???? DUUUUUDE) Unfortunately however; he didn't get to... get the story treatment I would have liked. Gameplay wise; I don't care much for his charge mechanic, sadly.
Sephiroth
I don't have much to say here. Sephiroth is Sephiroth. He appears, says "pee your pants cloud", then fucks off, and he's really good at that, and that's what he's supposed to be. My grudges against him aren't against him and more against who's writing him. Playing him was hype though, and I enjoyed his counter mechanic which I feel got later reincarnated into Red.
As for people other than in the playable cast, Dio was incredibly fun, Elena felt like a treat and a more threatening than the original but still showing that silly nature (pink gun???? no tactical advantage whatsoever I love it), Hojo is still the scum of the earth as he should be (he never gets better!), I got to actually understand what Bugenhagen is, and so on and so on. Nobody was worse than their original appearance and I loved that.
ALSO CISSNEI GANG RISE UP WE LOVE OUR GIRL AND I'M SO GLAD SHE GOT TO RETURN
Story
So. This is the big part. If I had to choose where my biggest gripe with the game would be, it would be in the aspect of story. This is the Exact Same Gripe I had with Remake, that being the aspect of whispers, alternate timelines, and whatever Sephiroth is cooking. This being.... I don't really like it? I don't think it adds anything?? It's confusing, intentionally vague, and it really ruins the flow that these games have otherwise. Cause aside from this singular (big) aspect? Dude! This game fucks! It takes every story beat that was in the original, and expands on it in a way that i feel makes me love the story and world way more! I feel like a lot of aspects got tied together a lot more smoothly (although again, I also attribute this to not terrible translation), and every experience that I expected from the original was a joy to watch in this game. The swamp, Junon, the boat, Costa del Sol, the Gold Saucer, Cosmo Canyon, Nibelheim, the Temple of the Ancients. These were all done so well. All of the side content and side stories were really fun, added a lot of character to the world. And with the slight changes they did make, like with Cait Sith's arc being changed to be more sympathetic instead of blackmailing and Cloud being controlled by Sephiroth NOT beating Aerith I think were actually done really tastefully and improved the experience (actually thinking about it Dyne's just felt like they wanted to hurt Barret more why would they do that). I just... I wish if they were going to do this whole alternate timeline dealy, they were a little more clear on it? i wish I could feel like it actually mattered to this series, but what i get is "oh wow the unknown journey" that turns into "yeah here are these extra bits that are confusing and don't change anything and actually instead ruin the impact of one of the most well known scenes in video game history)
With that I will talk about the ending. I was willing to ignore the fact that we didn't get to walk through the City of the Ancients more. I was still shaking and nervous until the very end, thinking "oh man what's going to happen???? oh fuck!!!" and what i was instead rewarded with was a constant whiplash of emotions and confusion that left me numb to what should have torn my heart out. I shouldn't have to be left wondering if a character truly died or not for the sake of "OHHH MAN TIMELINESSSSS WORLDS???" that didn't DO anything when I could have gotten either a successful changing of timeline, or a 4K edition of something to tear my heart out, and hearing the absolute pain in Cloud's voice in his speech afterwards. I am Really Hoping that part 3 will clear this up, and retroactively improve an ending and story beats that I think single-handedly knock this game down from a 10/10. I shouldn't have faith in them, cause they've beefed two endings in a row, but I do, because they've shown that everything else they can create are honestly perfect.
Graphics
shortest section in the world this game is beautiful the landscapes are beautiful the characters are beautiful (or ugly when they needed to be and it still worked) my eyes were given a treat this entire 80 hours
Music
shortest section in the world this soundtrack is amazing hamauzu and suzuki cooked and made so many good songs
it's like they knew tifa's theme was one of my favorites and proceeded to give me 20 versions of it also gold saucer getting individual remixes???? a top 5 battle on the big bridge? NO PROMISES TO KEEP???????? GOD FUCKING DAMN.
Unorganized Ramblings/Finale
I really did have a lot of fun with this game. I didn't feel soured until the end for the most part, even during some frustrating game segments (fuck you Rufus and Odin and then Odin again and also that last Fort Condor). I really appreciate getting to see the wider world of FFVII in a modern sense, and I think overall I appreciate what I didn't previously a lot more. I also loved how with the addition of a card game and Gilgamesh, it got to match up with VIII and IX, the other 2 PS1 FFs to really feel like a unified FF vision. This game kept the silliness that the original had on top of its incredibly dark setting for something that I love to describe as the same vibe as Yakuza. I laughed seeing Red get a whole scene instead of a single bit in his person outfit, and then cried at a newfound caring for Cloud, Tifa, and Barret seeing Jessie's poster in the Gold Saucer. The vibes were immaculate and I'm really really excited to see what they do for the final part (which is going to be called Reunion I'm betting my left materia on it)
9/10. The peak of modern FF gameplay that enhances a classic, but fails its mission of being different.
8 notes · View notes
raguna-blade · 15 days
Text
Struck with the very real, and very strange, revelation that I actually for real would be down with a fully paid gacha game. With the stamina, with the daily whatever, with the rotating banners, all of that.
But Very Specifically, Under the Conditions that there are no additional payments for anything at all, except for, functionally, Expansion packs. I could say DLC and that'd be Technically correct, but I mean Expansion Packs in the old sense of the term of what amounts to effectively a whole ass game that interfaces with the base game.
Yeah man we're just adding a whole ass game mode you could lose yourself in. Here's an extra 30 Characters Banners that'll be fitted into your rotation, and a set of rebalances for everyone to keep them in line. You can turn this off in the menu if you like, no big.
Because i sit here and think about it and like...I like the general vibe of gacha games actually, but actively hate the monetization. And while there's definitely space to say that yeah man if you took out the gacha bullshit a lot of these games would be better and I won't even argue with you because like Yes. I don't think i've encountered one that I think would be made WORSE by the removal of such bullshit, at the same time like...I am unironically enjoying myself?
Which feels weird to admit the more I think about it. I like the limited playtime saying "Hey you can play as much as you want within this period but then you gotta put it down" especially when the gameplay is actually pretty good and interesting? I like the Hey tick these boxes stuff dailies.
Which...Actually no, that's not weird in the fucking least is it? People do that shit all the time with animal crossing and company, stardew and all those, and while those allow for MUCH longer play sessions, the sentiment I think isn't so far removed as be unreasonable. I just wanna do a thing real quick and dip out, done.
Like there's an obvious thing here, I think, that if you DO do a game like this (and i'll be honest I want to kind of do it) you probably should just add a free play mode or something. Bring back cheat codes or whatever, but hey if the core game is good and people wanna play it why not right?
hm...
11 notes · View notes
Note
Do you have any gameplay ideas for Lucia (Devil May Cry)?
Oh okay, that's a new type of question I've never been asked before. People on here don't tend to talk about gameplay aspects on here that much and tend to just talk about the characters - or at from what I've seen my three years on this site. But I'll take it sure!
Well, I'm not the best person to ask since I'm not really a game designer but I think I can think of at least a couple ideas to put her in more on how modern dmc 3-5 characters play with more complexities than Dante/Lucia/Trish had in dmc 1 and 2.
Okay to start off if Lucia would ever be hypothetically playable in a future dmc game she doesn't necessarily need new weapons, pretty much everyone else who isn't Dante with his ridiculous amount of weapons that only gets larger and larger with each game, specifically Nero, Vergil, Lady and Trish in dmc 4 proves this that small arsenals and tools you can work with like the devil bringer which you can throw in a buster whenever in a combo you like to add a little ✨️style spice✨️ A small rotation I find easier to work with and even so everything in that small rotation has a long list of moves and combos that you can steadily form your patterns you can strategize certain take downs for specific enemies.
But that's not saying you can't add anything new for her though, however including all the unlockable blades and knifes she could get in dmc 2 I think she should be okay as long as maybe you change some of their move sets to moreso differentiate them and make them each more unique instead of same knife/blade but reskinned and stronger. Again while you don't have to change anything like what she comes with, just look at Vergil the guy has had the same 4 weapons (counting summon swords) and basic play style since he was more formally introduced in dmc 3 and therefore being playable. However if they do go down this route with adding new things I hope they pull a dmc 4 revamp on us because playable Vergil from dmc 3 and playable Vergil from dmc 4 are very different beats. Dmc 3 Vergil is very, very simple and basic in his move set, similar to current day Lucia actually but - and this is true about every single version of Vergil since he's been playable - he is very overpowered. Like I don't know if this is because I've been playing dmc 3 since almost day 1 that it came out and I'm old but I don't know maybe it's just me but even in very hard and dante must die he makes the entire fucking game feel like a joke. Dmc 4 however (and don't get wrong he is still fucking overpowered as shit compared to everyone else in the game, he can absolutely break the entire game like he can in 3 if you know how to properly use him) I think he's less as OP in higher difficulties (I'm going to be 100% real here enemies in dmc 4 on human and devil hunter are like punchable paper once you play those higher difficulties just once and its veeeery noticeable) however to compensate for more heavy tankable enemies (Vergil in every mode is still a boss deleter no matter what) they they completely revamped his 3 moveset, keeping the all the simplicities and they MEGA built off it in literally every way; new moves, new combos, the motivation concentration meter and mechanics, new summon sword abilities, playable executable judgment cut end 💀, ect. But Lucia doesn't have to be as overpowered and game breaking, I think personally that should stay with just Vergil as like a gimmick afterall he has been that OP since day one and no other characters except Dante in a good several amount of occasions (dmc 4 and 5 particularly) have been able to be on that same level. But in a way story wise her being more strong and confident in her abilities moreso than in dmc 2 would show off more character development and being able to show that off in gameplay would be just perfect.
Sooo learning from that take her simplistic moveset and just revamp it in a similar fashion and that way she could still feel like better dmc 2 version of herself but she'd get more unique moves and combos and maybe build up her older playstyle in a way that feels more in tune with modern dmc without disrespecting her original playable debut despite the unfortunate game she came from, which I always thought anyway that out of the main two out of box playable characters (so not counting Trish who is better out of all three of them by miles) that she always felt good and better to play than the clunky, sword useless, Dante in that game.
Devil trigger gameplay? Since 2 and besides Dante's sin trigger in dmc 5 which is its own can of worms mechanically and runs off its own system very different then how it was dmc 2, no one else really has had a flying form and how it worked in 2 so if they just kept that exclusive to Lucia and modified it where A. It'd feel comfortable to play in modern gaming standards B. Expand on it, maybe make her airborne like 99% of the time and incorporate that into trigger exclusive moves maybe she can switch between the elemental moves that where in dmc 2 just you can switch between them on the fly without having to go through subscreens and menus and it doesn't cancel out your trigger gage and maybe each one has its own pool of moves besides being just that element boosting already established attacks, making it when you do trigger you do have more options and moves to integrate into your combo chain each time ect.
Uhm and I think that's all I have to say about it? Sorry if this was rambled and I didn't explicitly give much ideas this was just the way I think if Lucia ever were to be playable again (which honestly I really do hope, it fucking sucks she's chained down to such a "Yes it is actually that bad as everyone says it is." of a game) this is the technical ways I think Capcom should go about it.
Tldr: Take Lucia's very simplistic moveset from dmc 2 and treat it with a make over like they did with Vergil's from dmc 3 going into 4. Devil trigger should be mostly the same taking in the flight mechanics from dmc 2 and making it Lucia's own while incorporating the element mechanics that would also give her new moves to work with while in trigger.
Tumblr media
Thank you for the ask btw!
7 notes · View notes
prettyboykatsuki · 1 year
Note
Ariiii I have hsr downloaded but I'm procrastinating playing cause idk if I'll like the gameplay (I'm super bad at turn based team stuff) but I love the look of it! Do you have any tips or suggestions? Ily
the game really hand holds you during the start - my best advice for turn based is put your tank characters last and put your offensive characters first. position matters when you play!! think of it like rotations in genshin
if you're just starting the game that will mean putting dan heng and mc in one / two and march 7th and asta in slots 3/4.
you will get a free healer eventually (or before if you pull) and if you're worried about dying - pour your resources into building her because she's really good for a beginning team.
you should focus on have element coverage over raw numbers to start - make sure you check the enemies your fighting and have at least one character who can break their shield or else it will feel impossible.
if you really want to play comfortable - having a healer and a shield (over other characters who buff your team like tingyun, asta, pela, or welt) will make everything a lot easier but battles wll be a bit slower. it does make the game very comfortable though
7 notes · View notes
ohhiplumbob · 2 years
Note
With the recent negativity in the community, I figured we could use some uplifting. So I’m asking simblr to pick a blog or two, (or more if you want) and say why they inspire you, or what you admire about them. Or simply.. Why you think they’re cool. Whatever your heart desires. Let’s just spread some good. :) ❤️
Aw this is a lovely thing to do anon! I'll just list a couple off of the top of my head.
@budgie2budgie B is incredible, She was one of the first simblrs I found. I didn't have a tumblr at the time so I bookmarked her page along with a few of the other OG's (dani-paradice, @inabadromance etc) and I'd visit them every couple of days to check for new CC until I eventually made my own page. It's been great to see her move into more story telling with her rotational game play and her imagination knows no bounds when it comes to edits. Have you seen her recent Barbie posts? She's so bloody talented.
@oatberrytea God I just heckin' love her. Absolute love and warmth just radiates from this girl and her blog. She’s been my biggest hype man since we found each other. Ultimate grandma vibes, 100% pure wholesomness on her blog. I’d kill to live in her game or even her actual house, I bet she makes the best cookies. Her game looks so soft and cozy and inspired me to create a save and play my sim Doris who I’ve had so much fun playing! (2)(3).
I’m lumping @servegrilledcheese​ and @ratboysims​ together becaue they both give me the same vibe, they’re both funny and crazy talented. Their game play posts are everything I wish I could do but just don’t seem able to, something to strive for. They have such recognizable and destinct sim styles, I can always tell a post by either of them while looking through my dash.
@mellindi​ Holy shit, have you seen her blog? I’m sick and tired of this gals talents. You name it she can do it. She’s a fantastic writer and bring so much life to her sims. She’s also so insightful and helpful. Her website is full of brilliant tutorials and information on mods to make your gameplay better! A real gem in the community and must be protected at all costs!
@mandy-sims Mandy has such adorable game play pictures but she’s mostly my go to for sim lookbooks. I’ve never been into clothing for fashion, I wear black leggings and some kind of black band or logo t-shirt every day and have done since I was a teenager (although I permanently had black skinny jeans glued to my legs back then). So I never know how to dress sims. I typically stick them in one of the styled looks and call it a day. BUT when I do wanna make a little bit more effort Mandy is where I go and just copy the looks she puts on her sims. Her decorating is also chefs kiss.
@orphyd An actual real life angel who walks among us. She’s been so supportive of me over the years and watching her grow in return has been a blessing. I wish I could just connect her game to mine and have instant access to all of her sims and interiors because they’re at least a 17/10. Genuinely sweet and loving person.
48 notes · View notes
roxtron · 8 months
Text
Splatoon 3's game mechanics are absolute bullshit at this point. And I wasn't sure what other vague term to use, because that's the shortest way I can describe it. Yes, this is going to be a long post, ranging from discussing badges, matchmaking, weapon balancing.. etc. I've had a lot of issues with the game for a while now and while the fandom is a part of it, I already addressed part of that in one of my other posts, so I'll keep this one dedicated to the game itself. Keep in mind I may over-explain things so this post is as accessible as I can make it to people who don't play the game.
Salmon Run Issues.
I think I'll start with the badge issue, since it's one I have personal experience with. EVP 999, specifically.
(Context paragraph.) For those who don't know, EVP is a ranked badge you can get during one of the game's extra modes, Salmon Run. The gameplay itself isn't incredibly important to explain why this badge setup is awful, so I'll go over the context that is important. Every match is about 6-9 minutes (Depending on if you get the king salmonoid, which appears every couple of waves.) Each match has 3 waves, a wave 1 loss gets -20 points, wave 2 loss is -10, and a wave 3 loss results in no point change. If you win a match, whether or not it has a king salmonoid, you get 20 points. Keep in mind the name of the badge here with that information in mind. The game expects you to get from EVP 40 to EVP 999 within ONE SINGULAR ROTATION. Each rotation lasts a quarter over a day and a half, around 40 hours. As an example of the hours they give you, the current rotation as I type this started at 9 AM on the 17th, and ends at 1 AM tonight, which would be the 19th. With previous calculations done by the fandom (That are not 100% accurate, but the closest we can get.) To count for lobby-waiting time, inevitable disconnects from the lobby, even if you got 0 losses it can take anywhere from 6-7 hours. Due to splatoon's TERRIBLE matchmaking, unless you have a team of friends to do this challenge with, you're probably gonna get a decent amount of losses. Let's say you only lost 1/4 of your matches, depending on which wave you lost, you may have to do another full match to make up for that loss. If it takes roughly 50 matches of solid wins to get to EVP 999, and you lost 1/4, let's say all wave 1 losses, you'd be behind by about 12 losses. Which means you'd have to get 12 more wins just to undo those mistakes. That already adds roughly another 72 minutes to the amount of time it would take, nearly an hour from only 12 losses.  While we're at it, let's say you actually got a healthy amount of sleep, 8 hours each night. That could potentially mean you're skipping out on only part of the rotation, for example if you went to bed at 10 when the rotation ended at 1 AM, but for calculation's sake, since it's not fully two days, let's go for the amount of time the rotation lasts, a day and 3/4 worth of sleep. If you get a decent amount of sleep, that decreases the amount of time you have to play by 14 hours. Leaving you with only 26 hours to get EVP 999. But oh wait, you're a functioning human being, you're gonna need to take breaks to eat and go to the bathroom. According to google, "on average, we spend only 1 hour and 8 minutes of every weekday consuming food and drink.." Once again counting for a day and 3/4, that's nearly 2 hours spent eating and drinking. Which would leave you with 24 hours. But oh, yet again, the bathroom exists. Once again according to a google search, "the average person spends 30 minutes in the bathroom daily." Again, 3/4 of a day added, that's nearly an hour to add to the count. Which brings us to 23 hours. If all you do besides playing this video game is eat, sleep, and use the bathroom, you only have around 23 hours of the 40 hour window to play. So that's assuming you have that day and 3/4 free, and don't spend any extra time doing things like socializing or talking to your family or roommates. Oh wait.. you might have a job? Working 9-5.. Or school? About 6 hours in the day are lost, even if you have no homework. Forget even attempting this.
 Now here's the part where we get to my personal experience: I have gotten this badge. And I never want to do it again. Every time I complained about these circumstances or saw others doing so, the response was basically just "get good." And I'm one of the people lucky enough to not have had a job or school work when I attempted this. Now that I do have the badge, I can safely say: this response is bullshit. You're not "not good enough" to get the badge. The game simply doesn't give players enough time to get the badge without dedicating an unhealthy amount of hours playing it. The game really doesn't get much harder as the hazard level increases either: It's not a skill issue. It's a time issue, and if you have terrible teammates, a matchmaking issue too. When I got this badge, the rotation was the same. It started at 9 AM, and ended at 1 AM the next night. The first night I started playing around 7 PM, I had spent the entire day cleaning. According to the screenshots I saved, I finished playing around 3 AM and got to EVP 480. So in about 8 hours, I had only gotten about halfway there. Unfortunately for me, I was sick, and woke up at 9 AM the next day. I also had a hard time falling asleep, I remember only getting about 3 hours that night. I played the ENTIRE DAY. I don’t know how many breaks I took to eat or go to the bathroom, but I can tell you it wasn’t many. I was dedicated. Eating and using the bathroom were the only breaks I took. I was dead-tired, zoned out, and trying hard not to stay on autopilot. By the time I finished, my mind had melted so much it didn’t even feel like the same map anymore. Logically, I knew it was, but each jump felt like it was coming from a different place entirely. The time I finished? Around 12:40 AM if I remember correctly. I was nearly 15 minutes behind the cutoff, meaning if I had lost one or two matches: I would’ve just barely missed the count for the badge entirely, after all I went through. I got the badge but, my god, at the cost of my physical and mental health. That was at least 4 months ago and I still remember how drained I was so clearly. The worst part is this wasn’t even a rotation on a map I wasn’t good at, or completely random weapons that leave you forgetting what weapon you’re even holding: Nope. It was on my second favorite map, with me being good/decent at 3/4 weapons in the rotation, with 1 weapon randomized. It was a GOOD rotation, and I still came that close to failing. All the people that claim it’s easy: I am willing to bet money they did this with friends or other pro players. I didn’t have a team of four. The person I typically play with was unable to play beyond a few matches of the rotation. I was doing this completely alone, only with help from pools, which were still new at the time. And I’m good at this game too. This badge is COMPLETELY unattainable for a casual player. And I know it’s intended to be a pro-player badge.. But, I honestly struggle to decide whether or not it was worth it. I’m glad I got the badge, but I certainly went through a lot to get it. 
What makes this frustrating is that there’s such a simple solution: Checkpoints. Yeah, there is none. If you can’t get the points before the rotation ends, your number will be reset to 40. Even if you got to 990, you will still go back just like everyone else. What makes this even worse is that Splatoon 2, which introduced Salmon Run, did have checkpoints. Another point: Splatoon 2 didn’t have any sort of badges. No matter how high your score got in Salmon Run, you would not receive a reward for doing so. And yet, the game would give you a checkpoint every 100 points up until 400. I never got that far, but from old posts, it seems like 900 is the highest you could go. Even this would be so much better, if you got up to EVP 500 and the game would reset your points to 400, that means you’re already nearly halfway there AND you still have the full rotation to keep trying! It’s such an easy fix, by giving players checkpoints you’re giving them more time to achieve this goal, even if it got reset back to 400 that is WAY more attainable than getting reset to 40. Some people argue against this because “oh, what about the poor, poor sweaty players that got EVP 999 without checkpoints?” As one of them, y’know what I say? Fuck it. I don’t care if that makes my achievement less valuable, I can always tell people “I got the achievement before they added checkpoints.” It just feels like “I suffered, why shouldn’t they?” I didn’t expect to have written this long of a post solely on the EVP 999 badge requirements, so I’ll move on to the servers.
Matchmaking
It’s no secret this game’s matchmaking is terrible. You can be a pro player and still get in lobbies with new players. And no, that’s not an exaggeration. Like I’ve mentioned, I’m a player with the EVP 999 badge, and I’ve gotten into X rank. Granted, I haven’t gotten good enough matchmaking to get near a badge for it, but that’s part of what we’re complaining about today, isn’t it? Unfortunately it’s hard to use any sort of stats to prove this, as now you can really only see the stats players choose to show off, so you don’t know what level they are or if they’re simply hiding higher rank badges because they prefer characters’ head badges. The simplest way to show this is to just.. Play the game, or watch videos of other players. I don’t think any way I write it could be more damning than.. Watching a clip of someone getting a wipeout, and yet your teammates still manage to lose the ranked match, despite the goal being wide open. Or watching a rank C player get matched with a X rank player.  Unfortunately this is just the category I’m not as good at writing about, though I planned to, I apologize. So I’ll link some videos that can explain or show this. https://www.youtube.com/shorts/dYcdFs0Hojk https://www.youtube.com/watch?v=QRZw3PZoU-E https://www.youtube.com/shorts/lh9TpiaFt0Y (This video is sarcastic, btw.) Other people have complained about matchmaking enough that I feel like if you’re involved in the community, you probably don’t need it to be explained to you anyway lol. It’s something the majority of players can agree on. Either way, I’ll move on to another somewhat-fandom related issue, though I do once again want to focus on the game itself, less than the way players influence it.
Splatfests.
While Tricolor has had plenty of issues since the game’s release, I actually wanna start by focusing on one specific update that changed the point system we should be talking about. Here’s the chart for reference.
Tumblr media
(Before: Splatfest Sneak Peek 8p, Votes 10p, Open battle 12, Pro battle 12, Tricolor battle 15. After: Sneak peek 7p, Votes 8p, Open Battle 12, Pro battle 12, Tricolor battle 18.) Now, while this hasn’t affected the splatfest results yet due to the way points have been collected by the winning team: I want to make this very clear: it could, drastically. It doesn’t seem like a big change but it makes Tricolor such an important category, despite being a problematic game mode, it could single-handedly give you a win. Let me explain by going through hypothetical situations. Let’s say Team 1 got Sneak Peek, Votes, and Pro battles, Team 2 got Open Battles and Tricolor battles, and Team 3 got no points. Pre-update, Team 1 would’ve gotten 30 points, and Team 2 would’ve gotten 27 points, giving Team 1 the win. Post-update, Team 1 would’ve gotten 27, and Team 2 would’ve gotten 30, reversing the numbers completely. Post-update, even though both won a point on turf wars, and Team 1 had not only the votes but the playtime during sneak-peek.. Team 2 would’ve still won simply because they got Tricolor. I dunno about you, but this seems pretty broken to me. Sneak peek counts how much XP players get in the week before splatfest, basically how much you play. Winning the votes would literally mean the majority of players chose that category. They EACH get one turf war category, and yet the second team would win solely because they got a category that’s only available halfway through the splatfest? A category the lower votes actually have a better chance in due to less mirror matches? That’s prioritizing Tricolor WAY too much. If Team 1 gets 3/5 categories, Team 2 can win just by getting those remaining 2 categories. 
Some people praise this change because it makes it less likely for the popular team to win, and still gives others more of a chance, but honestly? I think it makes it more likely for unpopular teams to win, depending on how severe their lack of popularity is. As I mentioned before Tricolor is way more likely for less voted teams to win due to the lack of mirror matches. If a team has too many players, previously they may not get matched in Tricolor at all, instead matched into a regular turf war match, but at least now, a mirror match would result in them playing Tricolor against their own team. No point gain for anyone, just practice pretty much. You could have the possibility of playing for hours, and getting less points than someone who played half as much as you, simply because they didn’t get as many mirror matches, and got to play matches that actually count towards your team’s points. Plus, with the gamemode only being available during the second half of splatfest, it can kinda encourage players to only play Tricolor, and nothing else, since it’s worth that many points. And I can’t lie here and say I’m not one of those people, lol. Turf war is boring to me so I tend to mostly play Tricolor if I don’t care much about the splatfest theme and I’m not very dedicated to who wins. I don’t think that votes should be worth more than Tricolor, but I don’t think Tricolor should be worth as many points as it is. Worth votes and sneak peek combined, nearly 1 1/2 of the points the turf war categories are worth. I’m not sure what an ideal system would be, I’m not a huge fan of sneak peek as a category personally, I feel like it’s better the splatfest points are within the time of splatfest itself, and that having the snails to use on the machine is already enough to encourage players to play more during that time, if they want to. But, my point is, Tricolor is worth way too many points in comparison to the other categories. 
Especially when you consider Tricolor’s broken history.. When Splatoon 3 launched, it actually released a demo specifically for splatfest leading up to the release date. During the first half, it was just the typical turf war modes. But during the second half of the splatfest.. Whichever team had the most points was put in the lead. The leading team would be put on the Defending team for Tricolor mode. If there weren't enough players, you’ll be placed into a regular turf war match. But here’s the thing: You didn’t have a choice. If you were on the leading, defending team, you could ONLY play Tricolor. If you were on Attacking (Not in the lead) you could choose to play turf war or Tricolor. Which is why most people complaining about how unbalanced the gamemode was were met with: “Just don’t play it then.” Or any type of “get good” argument. This was only from players on attacking teams, too. Even worse, naturally after how unbalanced it was: The win shifted from Team Scissors to Team Rock. But if you complained about Team Rock winning due to Tricolor: Take a wild guess what would happen to you. This continued and only started to get recognized after youtubers made videos about it, and/or until the next splatfest came along, and people previously on the attacking team were left to defend and experienced how difficult it was. Like I mentioned in another post. And according to these polls: https://www.nintendolife.com/news/2022/08/poll-what-did-you-think-of-tricolor-turf-war-in-splatoon-3 
Tumblr media
(What do you think of Tricolor Turf War? “It’s good (Team Scissors)” 12%, “Attacking team is best! (Team Rock and Paper)” 36%, “It’s easy” 6%, “Defending sucks, I hated it.” 46%) I think the results speak for themselves, as only 12% of those in the poll, team scissors, actually enjoyed defending. Whereas 46% hated it. 
Tumblr media
(Do you think Tricolor needs improving? “No, it’s perfect!” 5%, “Ultra Signals need to be changed, they’re too good” 17%, “The defending team needed some kind of boost” 26%, “The maps aren’t built for tricolor, they need to change.” 10%, “Weapons aren’t suited for a three-way match” 1%, “Results should be checked more often and defending team should change to match” 15%, “It should be 3-v-3-v-3” 18%, “I want old splatfests back!” 9%) NOBODY was fully happy with Tri-color. Only 5% of people actually said it was good as it is. I don’t think anyone would consider that good for a demo. Ironically people assumed the defending team would do best, since it was 4-v-2-v-2 instead of 3-v-3-v-3. But clearly that was a wrong guess. If you got the signal, you’d get an infinite sprinkler to give you free turf throughout the match, and if you got both? You’d get free turf in the middle of the map. Right where the defending team spawns. And god, there was a LOT of spawn-killing. For some added perspective, these were spawn points for the teams.
Tumblr media
And this is what a lot of maps looked like at the end.
Tumblr media
The attacking team’s spawn has a lot of high ground and multiple entrances to get to the middle. There were far too many opportunities for the attacking team to get to the middle, and far too little opportunities for the defending team to get in the attacking team’s spawn. (Which was the only way to get enough turf to overpower at least one of the other two teams.) Needless to say the first demo was an absolute wreck. But we’re not done yet. Somewhere around September, their temporary solution to splatfests was to make it less likely to even get into them. If I remember, the rate may have been around 2%. It was very unlikely, I played for a couple of hours and got LUCKY to get in 2-3 matches. Obviously people were upset with this too. They tried changing points and maps, but it was never enough, so they simply gave up and made it so that you could get into Tricolor on Defending or Attacking regardless of if your team was winning or losing. This change was mixed at the time but unfortunately I think it’s the best solution they could come up with, considering they were completely unwilling to change the mode’s gameplay. If all we have to work with is changing how players get into matches, so be it. Though players would get extra points if they got randomized onto the team responding to their points. For example if the winning team got placed into defending. Nearly every splatfest there’s been some sort of complaints about the map, though they largely stem from what a lot of people mutually agree on: The mode should have been 3 players on each team, so they could balance a third of the map for each team. Trying to squeeze 2-v-2-v-4 is just difficult to do without giving one team too much of an advantage, especially when one team spawns at mid. The fact that the original purpose of 2-v-2-v-4 has been rendered useless- With it originally being to give the other teams more of a chance to catch up. (Which was a bit unfair already, to be honest.) It doesn’t matter if they can be on any team now. It’s backtracking, really. Trying to appease the fandom while refusing to address the core issues because they’re too stubborn in what they’ve created. Speaking of being too stubborn to change core gameplay.. 
The Balancing. 
Yeah, Tricolor isn’t the only thing people have been upset with since launch. One of the new specials introduced, the crab tank, has absolutely been argued as an overpowered special. Even in pro tournaments there’d be teams with 3-4 crab tanks. Needless to say people were definitely choosing that special more often, and for a reason. On launch, the crab tank has 500 HP. In comparison to a normal squid, which only has 100 HP.. You can see why this thing is a pain in the ass to fight. If you’re a short range weapon, unless you get the opportunity to sneak up on the back, you’re dead. With extremely high range and damage, the thing’s like an overpowered Hydra Splatling, without the need to charge up. What makes this more of an issue is that: It’s barely been nerfed, at all. Its stats have barely changed since launch. They spent months slowly trying to make players happier, not by changing the tank, but by changing the effect other specific weapons have on it. Specifically by increasing the damage certain weapons deal to it, decreasing the amount of damage done to certain specials.. The tank was never actually made less powerful, and if you didn’t main a weapon that got any of these specific changes- It wouldn’t matter to you. The only stat change is that the duration changed from 9 seconds to 8 seconds. Yeah, what a big change, right? They made special power up more effective anyway (Which increases the duration) so you could very easily undo the tiny inconvenience this update created.  As a slightly less inconvenient change, tenta missiles got a lot more powerful from splatoon 2 to splatoon 3. I can’t find the exact stats for comparison, but back in splatoon 2 the targeting was much less effective and easier to dodge, in splatoon 3 its targeting is much more accurate, and for whatever reason, it’s generally a lot more dangerous to deal with than it used to be. Back in splatoon 2 dodging tenta missiles was pretty easy, yet in splatoon 3 it’s harder to do successfully. I don’t have the stats to know why, but I wish I did. Still, it’s a minor change, though it caused players to heavily spam them with weapons that can refill their specials quickly. So it definitely affected the game. And now we move on to what was my biggest sign this game was going downhill and the devs didn’t fucking care. When it was announced they were bringing a splatoon 1 special into splatoon 3, I think we all expected major changes for it, but somehow.. They didn’t. All the specials in splatoon 1 are infamously overpowered, and you’ll quickly see why. You thought a tank with 500 HP was bad enough to deal with? Try dealing with an INVINCIBLE SPECIAL. That’s right. You CANNOT damage this thing until the duration is over. (Which, by the way, was actually INCREASED from splatoon 1 to splatoon 3.) What made me the most shocked about this special being added was how little they seemed to care about the ways it can affect the game. On launch, if you went into the Kraken you would NOT lose any of your clams in clam blitz. Most specials you either lose your clams or you cannot fire them, and considering how quickly it was changed so you would lose clams, I’m willing to guess they just didn’t think about it. Unfortunately around that time I played ranked a lot, so you can imagine what an experience that was. Splat Zones? The Kraken can just run around the middle, and remember, you can’t kill it, and if you get close to it you’ll die, so if you don’t have a long ranged weapon, you can’t do anything about it. You just have to sit there and let them take the turf. Rainmaker? Not so bad, but it can basically be a shield for the rainmaker holder. Tower Control? OH MY GOD. I don’t know if they fixed it since, but at least back when I played more often, a kraken could just sit on top of the tower and keep getting points. The only way to retake the tower is to either push off or kill the person on top of it: Oh right, you can’t kill them. Needless to say I didn’t play tower control much after that. 
Now think about how all of these issues combined affect the game. You can’t have much fun playing the basic modes because of the balancing and matchmaking issues, you can��t have much fun during the special events like splatfests unless you’re on the winning team and it’s a good tricolor map.. So how do you still have fun? It’s why I stopped playing. I like playing video games competitively. I’m really good at them, and I know that, I have really rare achievements in other games I find more difficult. But I honestly gave up on this game for a while. After all these issues piling up, I couldn’t find a point anymore. With all the matchmaking and shit, I genuinely don’t think I can have much fun in this game again unless they somehow fix the many issues the game has right now, or unless I can get any friends into the game so I can get a team of 4 and not rely on random level 2 players. I’ve only been playing the special events so naturally I don’t have much recent experience. The game just isn’t fun anymore. The community, and the gameplay itself.. It’s been rough. I used to love this game a lot, and don’t get me wrong, I don’t hate it or anything, but I hate the way Nintendo and the fanbase are treating it. I’ve let this rant go on for a really long time at this point so I’m gonna cut it here. If I think of more I wanna say I’ll add it in reblogs or something but for now, I think I’m done lol. 
4 notes · View notes
pixelatedollhouse · 1 year
Note
Do you have any tips on how to start rotational gameplay in TS4?
Of course!
Not sure if you're looking for technical tips on how I set things up, or just general tips so I'll do a little bit of both. :)
I have my rotations set Monday evening to the following week's Monday afternoon, and play each full rotation of households as one season. Since I'm playing mine through university and I don't want to lose scholarships, I save the game on the last term day at 5pm, and switch to the next household before the grades pop-up, as I've found this prevents the game from signing your sims up for another term.
I typically do 2-3 credits per term, and this save I'm really enjoying the lighter 2 credit terms because it gives me a lot more time for outings/hobbies/work/etc. This does mean I end up playing them through 6 weeks of university, but I personally really enjoy university gameplay. I simply turn aging off until they graduate so that they don't spend their entire YA lifestage in uni, haha.
My season length is set to 28 days which works well for 4 households, but if I'm playing less/more I just cheat to switch or repeat a season. In the past I used to play through each holiday with each family but I found that got very repetitive, so now I just sprinkle them across the season, and skip them if I’m not feeling it that sim week.
As for getting into the save and sticking with it, I like to use my sims to try out game features I haven't played before, or haven't played in a while. I also like to make a little mental itinerary of things I'd like my sims to do during a season, so that I end up with a mix of planned activities, and whatever my sims decided to throw at me for that week. I really like getting into the roleplay aspect and thinking about what activities/outings might make for a good 'storyline' that week.
Something I've learned from playing three different iterations of this particular group is to start small, and add more households/families as you go along. Let households fall out of the rotation and use them as background characters/npcs if you're not enjoying them! Having extra sims you don't play but live in the world as relatives/friends is also good for immersion, and to me feel more personal than relying solely on the premades and townies.
If there's anything you want me to go into further detail about feel free to send another ask (and my apologies if this was actually more rambling than you wanted to hear, haha.)
17 notes · View notes
theeeveetamer · 10 months
Text
If you've been wondering where I am: the answer is Zelda
I kind of want to do a quick comparison of what I think TotK did better (and worse) than BotW so here it is. I'm not finished with the plot yet so I won't be talking about the story, but I think I've played enough to make a comparison when it comes to gameplay and characterization.
No story spoilers or quest spoilers or anything. Just general discussion about the kinds of puzzle contents of dungeons and shrines and some of the features you can find in the overworld, but I'll put it under a cut anyway.
Starting with what I think TotK does worse than BotW so we can end on a positive note:
1) The shrines. I'm probably at least 50 shrines in at this point and I hate how they're all basically a variation of either a physics puzzle or a combat trial.
It's like the devs looked at how cool everyone thought Eventide Island was in BotW and said "do that, but again, and 20 times just to make sure it gets really stale." The physics puzzles are all really short and, by nature of the game's design, you have to put at least some Zonai devices used for the "intended solution" into the shrine itself so players can't get stuck. This means the game basically hands you the solution to every shrine right at the start.
If I could improve this game's design, I would just give players 99 of every Zonai device capsule while they're in the shrine that they can take out and use as they see fit (removed once you leave the shrine).
I don't mind some of the underpants trials or basic physics puzzles, but I'm dying for a more meaty experience that takes a bit of actual thought to solve. Speaking of...
2) The dungeons. Admittedly I've only done two so far (the Rito and Zora ones) but somehow I find them even easier than the BotW ones. At least the BOTW ones had the kind of neat mechanic where you can flip and move and rotate parts of the dungeon to open up new areas or do different things. So far the two TotK dungeons I've done have been more incredibly basic physics puzzles. The lead up to the dungeons themselves can be kind of neat but other than that, I'm craving something more complicated and time consuming. Like, something I'd be able to burn an entire play session on instead of just an hour or two.
3) The tutorial segment. It's literally just the Great Plateau 2: Electric Boogaloo, except this one is extremely on rails. There's a very obvious intended path you're supposed to be taking around the islands and there's really not much you can do to deviate from it, at least from my experience. Which I get; TotK has much more complicated mechanics to explain and naturally the more complicated a mechanic the more babying the player needs initially. I just think it was kind of a bad introduction to the game. It's at least two or three hours of extremely linear tutorial, the island isn't really even fully explorable since you don't get the paraglider until after you're done, and I wish they'd allowed a bit more freedom right off the bat.
4) This is kind of hard to explain, but I feel like in general the path to some key features are a bit more on rails than I would expect?
Just as an example from the early game: You jump down to mainland Hyrule and you still don't have a paraglider. You actually have to do parts of the main quest before you can even have access to it. Sure you can continue running around without it, but you won't be able to fill out your map AND you're functionally locked out of 65% of the map (since there's no way to get to the sky or the depths safely without it).
The game doesn't force you to go do the main quest either, and there's no indication that the main quest will be what gives you the paraglider or that you need the paraglider to activate the towers and get map pieces. I probably played for a good 7 or 8 hours before I finally gave in and looked up where to get it, which is kind of a shame because I was really not having that much fun until I hit the first Depths section. I wish they'd just given it to you when you finish the tutorial section or the first time you talk to Purah, instead of making you do a whole run around for it.
That's not the only aspect of the game that feels like that. E.g. you can't activate the Fairy Fountains until you go to one specific stable and start a quest line, or you can't get rewards for those spirit frog gems you keep picking up until you go to one specific place and start a quest line. Sorta takes the fun out of exploring and finding new things when you're basically told "oops, come back later I guess" when you find something cool. That said though, this is probably the least egregious of my complaints because it ties into something I think TotK actually did better.
5) The UI in some places is hot garbage, I'm sorry. Why do we not have different tabs for food, bugs, and monster parts at this point? It is a nightmare 100 hours in trying to organize your shit. Not to mention attaching something to your arrow lays out EVERYTHING in your inventory in one big long line that you have to scroll through, which means you might have to shuffle through a hundred different items to find the one you want. It should not take me 10+ minutes in the middle of combat to find a shock fruit to throw/attach to my arrow.
Now for the things I think TotK did better than BotW:
1) I actually think the quests are LEAGUES better than BotW. This is the reason why complaint #4 above doesn't bother me that much. For an example of what I'm talking about: the great fairy fountains have a quest tied to them specifically. Because of that you need to go to that one specific stable to start it. So it's more on-rails, but as a result you get a better and more involved side quest.
To be honest, I'm okay with the tradeoff (a little less freedom for a little more quality). I was really, really craving more quests on the level of Tarrey Town in BotW and pretty much every town I've visited in TotK has at least two or three semi-sizable quests to dig into. And there are far fewer "catch ten bugs for me" quests, thank god.
2) Overall the world just seems more lived in. The towns are bustling with activity and all of the NPCs have their own little schedules and problems and dialogue. You see a lot more travelers roaming around, and it's actually worthwhile to talk to them (I just found out yesterday that some will mark where you can find clothing sets on your map!). You can encounter travelers fighting monsters and merchants and whatnot.
BotW's big problem really was that there was like no one out and about when traveling, and you were pretty much always punished for talking to anyone because 95% of the time they turned out to be Yiga Clan.
3) The sky islands are kinda meh, but the depths are REALLY cool. Admittedly I haven't replayed BotW in a hot second so I'm not really bothered by them mostly recycling the main map, but I can see why that would bother some. However, I say the devs more than make up for it by essentially creating an entire second map below the surface. And kudos to them too, because it's genuinely unsettling and cool to be down there. I just wish there were more sky islands/more variety in the ones we do have. I mean like every region has one with a central wheel with a piston that you can spin to launch yourself, I've encountered like three moon ones, etc.
4) Maybe this is just me, but I felt like BotW strayed kind of far from previous Zelda games. I like that TotK has a lot of little references and easter eggs for players to find.
And it's not overbearing enough that a new player wouldn't be able to understand what's going on, but they're neat little things for the long time fans. Like I howled when I got the Windwaker PJs and I adore a lot of the visual references to Skyward Sword.
5) I still don't love weapon durability, but it is better this time. The fuse mechanic does make it so you can turn pretty much any crap weapon into something usable. This definitely gets me using my powerful weapons more often, whereas in BotW I would pretty much never grab two handed swords and I would cling to my powerful weapons like a hoarder.
I still wish there were a couple of unbreakable "bases" you could use and just the materials you attach would break, cuz it doesn't feel good to get something really cool and rare like the fierce deity sword and have it break.
6) I CAN BUILD A HOUSE!!! Also the customization in general is fantastic. I love that you can have different paraglider cloths and there's soooo much FASHION!
7) I found the guardians very unfun and I'm glad they're gone. I'm not a big fan of the big bad enemy that you either die to immediately or you take them out FAST. Encountering a guardian was always more stressful than fun for me.
I'm not sure if this was in BotW as well, but I notice that in TotK if something really strong hits you from full health you'll always survive with a quarter of a heart. Cuts down a lot on the unnecessary deaths and is a good indicator to players on what is and is not currently safe for them to take on.
And just in general there wasn't a lot of enjoyable strategy to the guardian fights for me. Meanwhile in TotK I've been taking on stuff waaaaaaaay above where I should be for hours now, and while it's hard/a bit frustrating sometimes it's very doable.
8) Link! I like TotK Link a lot better than BotW link. Maybe it's just me, but he feels so much more expressive and interesting. One of my big complaints about BotW was that Link was very flat, which stood out even more since they added voice acting. So characters would just talk at him like a brick wall. A bit jarring if you're coming off of Skyward Sword or Wind Waker link.
2 notes · View notes
gothoffspring · 2 years
Note
3, 7, 8 please ☺️
thank you so much for asking! 🤗💖
3) How do you prefer to play the game? (Legacy challenge? Rotational? Just for picture taking/storytelling, etc?)
This is a hard question for me because I'm all over the place. I'll go through phases where I really just wanna play legacy style, and then ill go through a phase where i ONLY wanna play with aging off. Other times I wanna give rotational play a try (I never have before!!!!! soon?!?!) Sometimes I'll take lots of screenshots and set up photoshoots with poses and enjoy it, and other times i HATE posing and im sick of it and just wanna play the dang game. As you can see, I'm not entirely sure what my favorite is. Let's just go with legacy gameplay bc its the one style of gameplay ive done in every iteration of the sims!
7) What is your favorite game pack and why?
I want to say Dine Out because I love restaraunts but i WONT because they don't WORK most of the time, EA please. I WILL never let this go. I haven't tried them out since I downloaded carl's dine out mod so I need to do that soon! I'm going Parenthood, it's a VERY close second to Dine Out and I could not imagine my game without it. Still dying for a generations expansion
8) Which pack do you think is not worth buying? (including stuff and kits)
oooh.... bust the dust, journey to batuu, any kit really. (I do have some of them but that's only bc im really into build/buy. I have none of the CAS kits but i downloaded them bgc so i still /have/ them)
8 notes · View notes
changingplumbob · 25 days
Text
New Test! For Rent builds
First up, the save I tested the game in. I'll grab a top residential rental from the gallery and try to place and see what happens... oh hold up the gallery is confused... Do I own this pack or not? Hmm
Tumblr media Tumblr media
Cue elevator music!
Tumblr media
Altogether in Olaf voice:
"Click. Just click. Why isn't she clicking? Do you think she knows how to click?"
Tumblr media
Ugh here goes! I'm trying to check out the building in BB mode, is this a real question?
Tumblr media
Okay time to go check on the test household and see if they're still playable!
Tumblr media
Your honour that was Vlad's fault! I'll just go into cas to edit the infants and check if they got good genes or not...
Tumblr media
Now that that question is answered, return to infant form! Great job guys
Tumblr media
Oh wow these men really don't like their son in law now do they? Wait wait wait... It's the other father fighting their daughter? What the heck guys???
Tumblr media Tumblr media Tumblr media
Have you ever seen more disinterested infants? They do not care that I even got help to find some custom baby mats (I would still like more custom play mats btw, pretty please tell me your sources)
Tumblr media
Spooky lot trait ghost showed up, and yeah this mask is going to be the new eyeball ring isn't it?
Tumblr media
I think I'm just going to go try build a residential rental in my photography save now...
It's maybe 70% done... Only issues I had aren't necessarily tied to the For Rent gameplay. A roof is causing an internal wall to have the roof colour not the room colour. Then there was a hiccup with deleting the roofs and them not actually deleted, but like I said nothing I could tie to For Rent specifically. But I'm missing my rotational save so I think it's time to launch that 🤐
Tumblr media
Also if you've been following along with my chaos this family (the one with infants not the fighting ones) are going to get a once over then they'll be some of Keira and Marta's new neighbours because I was there for their birth so now I'm attached.
10 notes · View notes